"Master of the trick shot, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There's a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship. All Gunslingers learn how to fire two blasters at once, specializing in long-range combat and methods to keep enemies at a distance. Gunslingers can also opt to learn the skills of the Saboteur, using grenades and demolitions technology that cause fire damage and ignore enemy armor; the Sharpshooter, shooting from cover and focusing on precise, high-damage attacks; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics."

Sharpshooter

Dirty Fighting

These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.

Abilities through Level

Below is a list of the abilites that a Gunslinger can learn. Please note that the Gunslinger is still a Smuggler as well, so remember to see what other abilites they will learn from their Smuggler ability list.

Name

Level Learned

Cast Time

Cooldown

Energy Cost

Range

Description

Crack Shot

10

Passive

Passive

None

Self

Increases the range of Quick Shot, Flash Grenade, Distraction, Hemorrhaging Blast and Wounding Shots to 30 meters, and additionally increases the range of all blaster attacks by 5 meters.

Dual Wield

10

Passive

Passive

None

Self

Allows you to wield two one-handed weapons.

Hold Position

10

Passive

Passive

None

Self

While in cover, ranged defense is increased by 20% and you are immune to interrupts and ability activation pushback.

Aimed Shot

10

2.5s

15s

15

30m

Fires a well-aimed shot that deals X weapon damage. Can only be used from cover. Fires both blasters if dual wielding.

Smuggler's Luck

10

Instant

1m

None

Self

Increases the critical hit chance of your next Charged Burst by 100%.

Leg Shot

12

Instant

15s

12

30m

Fires a shot that deals X weapon damage and immobilizes the target for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding.

Pulse Detonator

16

Instant

30s

None

Self

Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover.

Quickdraw

18

Instant

12s

15

30m

Fires off a round of lightning-quick shots that deals X weapon damage. Only usable on targets at or below 30% max health. Fires both blasters if dual wielding.

Sprays a wave of bolts over the target area, dealing X weapon damage over the duration to up to 3 targets within 5 meters. Requires dual blasters.

Flourish Shot

28

Instant

4.5s

10

30m

Fires a high-impact shot that deals X weapon damage and reduces the target's armor by 20% for 45 seconds. Additionally inflicts trauma for 9 seconds, reducing all healing the target receives by 20%. Fires both blasters if dual wielding.

Speed Shot

36

3s (Channeled)

15s

20

30m

Unloads both blasters at a high rate of fire, dealing X weapon damage over the duration. Requires dual blasters. Must be in cover to use.

Scrambling Field

42

Instant

3m

None

Self + 10m

Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 15 seconds. Can only be used from cover, and exiting cover ends the effect.

Illegal Mods

50

Instant

2m

None

Self

Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds.